Daily Punch 4-25-17 Skills of the Master spell for Pathfinder 

If a spell can help you stand tall, how about one to knock em’ down!

Skills of the Master

School transmutation; Level bard 1, cleric 1, bloodrager 1, Oracle 1, sorcerer/wizard 1

CASTING

Casting Time swift action
Components V, S

EFFECT

Range touch
Targets creature touched
Duration 1 round/level
Saving Throw Fortitude negates(harmless); Spell Resistance yes


DESCRIPTION

As you touch the target, you infuse it with the accumulated knowledge of the ancient masters imbuing it with abilities far beyond its own.  The target gains a +2 competency bonus to trip attempts and +2 bonus on grapple attempts and checks to pin or maintain the grapple.

Thoughts?

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Daily Punch 4-24-17 Stance of Iron spell for Pathfinder 

How about a spell to help you stay on your feet?
Stance of Iron

School transmutation; Level bard 1, cleric 1, bloodrager 1, Oracle 1, sorcerer/wizard 1

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range touch
Targets creature touched
Duration 1 hour/level
Saving Throw Fortitude negatex(harmless); Spell Resistance yes


DESCRIPTION

With a single touch, you imbue a creature with the ability to stand tall like an iron wall.  The target of this spell increases the CMB of the target by +4 vs any effect that would knock a target prone, and the target gets a +4 competency bonus on skill checks and saving throws to avoid any effect that would knock the target prone.

Thoughts?

Daily Punch 4-20-17 Arm Bar/Gun to the Head positive quality for Shadowrun 5e

Love clinching, but hate not being able to shoot some easily?  Lets fix that…
Arm Bar/ Gun to the Head

 (–5 KARMA)

Some people like to shoot from a mile away.  You’ve always been a fan of just putting a gun to the head and pulling the trigger.  But people are get uppiey and struggle.  You’ve mastered the art of grabbing someone and hurting them up close.  When you are in a clinch, you do not take a penalty on using a firearm as long it is not a longarm firearm.

Daily Punch 4-19-20 Gremlin Storm resonance for Shadowrun 5e

I’m at lunch watching several people beat on their cell phones because of poor receptions.  What if it IS technomancers?!

Let’s  make that a reality!

Gremlin Storm

Target: Area • Duration: S • FV: L + 3 

No one likes to listen to rando’s phone calls around you, so you just shut them all down around you.  You concentrate on an area in meat space. Make a Software + Resonance [Level] test.  Much like spells you must get at least three hits to target the area with the area being [level] meters in radius.  Any net hits cause noise equal to level + hits over three to any device that enters the area that fails a Logic + Data Processing test vs the [level].

Thoughts?

Daily Punch 4-11-17 Spell Simpleton negative quality for Shadowrun 5e

We have a spell savants, let’s have the opposite..

 

Spell Simpleton

Bonus: 5 karma

REQUIREMENT: You must be mage or aspected mage

Not everybody get’s to be a doctor.  And other people can’t figure out the self-check out lane.  You’re kind of in the latter with magic.  When you want to learn a new spell, you must spend 8 karma to do so.

 

Thoughts?

Ring Side Report- RPG Review of Homeward Bound- Simple rules for player-owned base

Originally posted at www.throatpunchgames.com, a new idea everyday!

Product–  Homeward Bound- Simple rules for player-owned base

System-Dungeons and Dragons 5e

ProducerJan Sielicki

Price– $3 here http://www.dmsguild.com/product/201016/Homeward-Bound–simple-rules-for-playerowned-base?affiliate_id=239993

TL; DR-Finally a use for money! 94%

Basics– You’ve killed the dragon, gotten it’s hoard, and now you just want to go back to the inn to drink?  Savages!  Time to get and build up your own house!  Homeward Bound is a supplement focusing on maintaining a home in the adventure.  Instead of just drinking in a bar, you can own land, quest to keep that piece of land safe, and drink in your own home!  This book has options for the players and ideas for the DM.

Mechanics or Crunch-This book isn’t built to be a player option book, and that’s very important going forward.  This book does have benefits to the player in the form of different things you can build which are nice and some of these even have levels of benefits depending on how much you build up.  Those are all good additions to the players’ options in game.  However, the major problems I had were the lack of player specific character options and the build your own manner option.  Players can build things that give them a better start to the adventure, but there are not feats, spells, or player options that deal with their own manor.  Also, players don’t have options to build their own manor out right.  The typical ways to get a manor are find one or be gifted one.  I’d like to forge my own.  These don’t break the book by any means, but I’d like a bit more as a player.  Something that might help is a character sheet for your house showing what you’ve added, the rooms that are there, and what bonuses you get from each.  As a DM, I have enough from this book to do well with it in my game.   4.25/5

Theme or Fluff–  This is a book of how to get and build a manor.  Overall it doesn’t tell a story per se, but it gives you the theme of owning and building a house in DnD.  The book does include a possible campaign for a DM to throw at the players, which is a nice touch.  However, all the things in here have a good theme and description to them.  It’s an entertaining  read.  5/5

Execution-This book has got pictures, color, columns, art, tables, backgrounds, and story.  Then why the 4.9?  Size.  This book has tiny font. On a tablet, it’s ok because I can zoom in.  As a print out, it’s hell on the eyes.  That said this is some of the best execution I’ve seen for a DnD 5e book yet.  It’s organized well and even hyperlinked!  Compared to some of the other stuff with just black text/white background/5 pages/5 bucks, this does raise the bar for the competition.  Just be prepared to squint a bit. 4.9/5

Summary– I like what’s here.  Here is the biggest part-this book picks up where the core DM’s Guild doesn’t go.  You get a house/castle/tent anywhere, what do you do with it?  This book gives you options.  And the best thing this book does is give you options for what to do with money.  Players are drowning in cash with not option for magic weapons as standard int he rules.  Here, players get an awesome way to spend cash while building up a place to call home.  Is this book perfect?  No-I want larger text as I’m going blind, and I want player options.  But here is the thing.  This is a solo book done by one guy that’s as long as a Paizo player product, with pictures, and a mini-campaign, that  costs less than the black and white standard adventures from the Adventure League.  This book is not perfect, but book is what most of the DMs Guild need to aspire to be. 94%